#version 430 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;
layout (location = 3) in mat4 instanceMatrix;


uniform mat4 view;
uniform mat4 projection;
uniform float pointScale;
uniform float pointSize;


out vec2 Texcoord;


void main(){
	Texcoord = aTexCoords;
	gl_Position = vec4(aPos, 1.0f);
}